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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-20-2011 , 23:23   Re: [TF2] VS Saxton Hale Mode
#1471

How about since update with solder weapons VSH server crashing often...as well as other one..running on linux.
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HeMe3iC
Member
Join Date: Sep 2008
Location: Яussia
Old 07-21-2011 , 00:03   Re: [TF2] VS Saxton Hale Mode
#1472

is theres anything in console or error logs about crashes, or might help us with detecting the problem?

Last edited by HeMe3iC; 07-21-2011 at 00:31.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-21-2011 , 01:03   Re: [TF2] VS Saxton Hale Mode
#1473

Well after about 3 restarts within 1 and 1/2 hours of update things have seemed to settled. One to many LAZERS perhaps I think people forget they playing TF2 and instead playing Star Wars.

Peace

PS How is Freak Fortress coming?
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
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Old 07-21-2011 , 09:24   Re: [TF2] VS Saxton Hale Mode
#1474

Quote:
Originally Posted by MaloModo View Post
How about since update with solder weapons VSH server crashing often...as well as other one..running on linux.
This is happening on non-VSH servers too, and if the hlds_linux mailing list is to be believed, happening on servers without SourceMod on them and replays disabled.
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Last edited by Powerlord; 07-21-2011 at 12:54.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 07-21-2011 , 10:06   Re: [TF2] VS Saxton Hale Mode
#1475

Quote:
Originally Posted by Powerlord View Post
This is happening on normal servers too, and if the hlds_linux mailing list is to be believed, happening on servers without SourceMod on them and replays disabled.

yeah most certainly getting more crashes on both servers since update. Valve does it again?
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 07-21-2011 , 14:10   Re: [TF2] VS Saxton Hale Mode
#1476

Servers with this Plugin: 70 Really? Or is it just a bug with statistics?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-21-2011 , 17:10   Re: [TF2] VS Saxton Hale Mode
#1477

Quote:
Originally Posted by wasder View Post
Or is it just a bug with statistics?
It's correct. Valve fixed the A2S_RULES bug in a recent update, so now all Linux server's are correctly counted.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 07-22-2011 , 14:56   Re: [TF2] VS Saxton Hale Mode
#1478

Eggman: What did you change so that medic doesn't remove special crits? You mean, such as with the critacola crits?

Also, for everyone else, off the top of my head here's a list of planned stuff for 1.36:
FIXES
  • Crossbow will deal 150% more damage instead of 200% more damage, but will add 10 uber on hit
  • Syringe guns will have the overdose speed effect
  • The sniper glow time will scale depending on charge, so hitting hale with a noscope/zero charge will add 2 seconds, while hitting him with full charge will add 8 seconds.
  • Music during the HHH round, able to be disabled per-client with !halemusic.
  • Fixes to the version system.
  • Fixes to the hale commands (so that a command callback isn't also used as its own function, e.g. HelpPanel(client, 0);)
  • No longer teamswitching so often on normal arena maps
  • Allowing the HHH Axe, the Eyelander, the Nine-Iron, and KGB, but swapping out their attributes for the corresponding replacements (will eventually apply to most replacements, but not yet)
  • Same as above for postal pummeler and axetinguisher
  • KGB/GRU make you run at +50% speed, rather than +30% speed, but also deal -7 health per second
  • Removed broken hale sounds (one of his taunts says "I am, for the rest of you, read on as I--", and a couple others don't play, as they are the wrong frequency...? 16000Hz where they should be 44100Hz)
  • No limit on airblasting, BUT: airblasting a boss adds 4% to his rage (just as it adds to the boss player's real-life rage). Also, airblasting an ubered vagineer during his rage steals a bit of extra ammo (25 instead of 20, 55 instead of 50) and adds a second to his uber, so be careful!
  • The Frontier Justice is allowed, and receives crits if the engineer's sentry is locked onto Hale.
  • Bosses who get stuck in the air for 5 seconds or more can look down and crouch to weigh down (it normally instakills most classes if you land a successful weighdown stomp)
  • Unlimited health checks, but only every 80 seconds (I may rewrite this so that the first few can be within 30 seconds of each other, but then 80 seconds to check health.
  • Scout crits do less knockback if non-melee
  • Brought back the FaN
  • Saxton actually has fists (in viewmodel, he swings his hand, and when inspected he has "Unusual Fists")
  • Announcer will remind to cap the point if it's enabled.
  • Fixes to SMG not replacing the sniper's back weapons.
  • Flare gun replaced with detonator that doesn't have the self-damage nerf.
  • Fixed dead ringer stuff, which still seems broken in 1.35.
  • Improved compatibility with replay.
  • Fist kill icons.
  • Spy Revolvers get minicrits.
  • Fixed CBS's arrow count stuff.
  • Backstabbing with Your Eternal Reward disguises you as a random scout, sniper, engineer, pyro, or medic on your team.

Other stuff is there. Suggest changes, etc, to this.
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Last edited by FlaminSarge; 07-23-2011 at 01:49.
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ghare
Member
Join Date: May 2010
Old 07-22-2011 , 15:19   Re: [TF2] VS Saxton Hale Mode
#1479

FalminSarge,

When does the 1.36 version will come out?
Can you make an option to disable CP?
Can you make a cvar to make the medics always start wih 40% of ubercharge but they have the normal speed to reach 100% uber?

Thanks,
GhaRe
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Eggman
Senior Member
Join Date: Jan 2010
Old 07-22-2011 , 15:40   Re: [TF2] VS Saxton Hale Mode
#1480

Quote:
Saxton actually has fists (in viewmodel, he swings his hand, and when inspected he has "Unusual Fists")
What's about Hale's animation from 3rdperson? When I'd spawn fists for Hale, Hale hadn't attack animation.
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